// Generated: Tue Jun 26 21:03:21 CEST 2012
#ifndef SHADERS_H
#define SHADERS_H

// Contents of file noise3D
static const char *noise3D = " \ 
vec3 mod289(vec3 x) {\
  return x - floor(x * (1.0 / 289.0)) * 289.0;\
}\
vec4 mod289(vec4 x) {\
  return x - floor(x * (1.0 / 289.0)) * 289.0;\
}\
vec4 permute(vec4 x) {\
     return mod289(((x*34.0)+1.0)*x);\
}\
vec4 taylorInvSqrt(vec4 r)\
{\
  return 1.79284291400159 - 0.85373472095314 * r;\
}\
float snoise(vec3 v)\
  { \
  const vec2  C = vec2(1.0/6.0, 1.0/3.0) ;\
  const vec4  D = vec4(0.0, 0.5, 1.0, 2.0);\
  vec3 i  = floor(v + dot(v, C.yyy) );\
  vec3 x0 =   v - i + dot(i, C.xxx) ;\
  vec3 g = step(x0.yzx, x0.xyz);\
  vec3 l = 1.0 - g;\
  vec3 i1 = min( g.xyz, l.zxy );\
  vec3 i2 = max( g.xyz, l.zxy );\
  vec3 x1 = x0 - i1 + C.xxx;\
  vec3 x2 = x0 - i2 + C.yyy; \
  vec3 x3 = x0 - D.yyy;      \
  i = mod289(i); \
  vec4 p = permute( permute( permute( \
             i.z + vec4(0.0, i1.z, i2.z, 1.0 ))\
           + i.y + vec4(0.0, i1.y, i2.y, 1.0 )) \
           + i.x + vec4(0.0, i1.x, i2.x, 1.0 ));\
  float n_ = 0.142857142857; \
  vec3  ns = n_ * D.wyz - D.xzx;\
  vec4 j = p - 49.0 * floor(p * ns.z * ns.z);  \
  vec4 x_ = floor(j * ns.z);\
  vec4 y_ = floor(j - 7.0 * x_ );    \
  vec4 x = x_ *ns.x + ns.yyyy;\
  vec4 y = y_ *ns.x + ns.yyyy;\
  vec4 h = 1.0 - abs(x) - abs(y);\
  vec4 b0 = vec4( x.xy, y.xy );\
  vec4 b1 = vec4( x.zw, y.zw );\
  vec4 s0 = floor(b0)*2.0 + 1.0;\
  vec4 s1 = floor(b1)*2.0 + 1.0;\
  vec4 sh = -step(h, vec4(0.0));\
  vec4 a0 = b0.xzyw + s0.xzyw*sh.xxyy ;\
  vec4 a1 = b1.xzyw + s1.xzyw*sh.zzww ;\
  vec3 p0 = vec3(a0.xy,h.x);\
  vec3 p1 = vec3(a0.zw,h.y);\
  vec3 p2 = vec3(a1.xy,h.z);\
  vec3 p3 = vec3(a1.zw,h.w);\
  vec4 norm = taylorInvSqrt(vec4(dot(p0,p0), dot(p1,p1), dot(p2, p2), dot(p3,p3)));\
  p0 *= norm.x;\
  p1 *= norm.y;\
  p2 *= norm.z;\
  p3 *= norm.w;\
  vec4 m = max(0.6 - vec4(dot(x0,x0), dot(x1,x1), dot(x2,x2), dot(x3,x3)), 0.0);\
  m = m * m;\
  return 42.0 * dot( m*m, vec4( dot(p0,x0), dot(p1,x1), \
                                dot(p2,x2), dot(p3,x3) ) );\
  }\
  \
  uniform float time;\
  uniform float scale;\
  uniform float alpha;\
  \
  void main() {\
  	vec3 uvw = vec3(gl_FragCoord.x*scale, gl_FragCoord.y*scale, gl_FragCoord.z*scale);\
  	\
	float n = snoise(uvw - vec3(0.0, 0.0, time));	\
	n += 0.5 * snoise(uvw * 2.0 - vec3(0.0, 0.0, time*1.4)); \
	n += 0.25 * snoise(uvw * 4.0 - vec3(0.0, 0.0, time*2.0));\
	/* \
	n += 0.125 * snoise(uvw * 8.0 - vec3(0.0, 0.0, time*2.8)); \
	n += 0.0625 * snoise(uvw * 16.0 - vec3(0.0, 0.0, time*4.0)); \
	n += 0.03125 * snoise(uvw * 32.0 - vec3(0.0, 0.0, time*5.6));\
	*/ \
	float a = alpha*(n-0.5);\
	if (n < 0.5) {\
		a = 0;\
		n = 0;\
	} else {\
		n = 1.0;\
	}\
  \
    gl_FragColor = vec4(0.5 + 0.5 * vec3(n, n, n), a); \
  }\
";
#endif /* SHADERS_H */
